
GM Blake |

Don't mock the sling staff! Those things are like the best weapon in the game. :)

GM Blake |

Re: Wounded: That is how it would normally work. You were never dying (because of non-lethal reasons), so you would never have been wounded. I just took the opportunity to review the Dying rules.

GM Blake |

Re: Frightened: I believe so, yes, Frightened reduces AC.
Re: Difficult Terrain: So your move speed isn't halved, each square costs 10 ft of movement. So 25 ft can move 2 squares per stride and wastes 5 ft. If you've got vines wrapped around your legs for the -10 ft speed penalty, making your speed 15 ft. So you can move 1 square per stride with 5 ft wasted.
If you string multiple strides together consecutively (e.g. stride, stride) you could squeeze out an extra square.

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Don't want to overrule the GM, but just link the description:
You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.
Your AC is a DC, so yeah, an intimidate is a nice way to lower AC. :)

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Er, I meant, I don't want to pretend I am more knowledgeable than the GM. Poor choice of words. Please tell me if my rules explaining gets annoying, I like to help out, but it can get across as condescending. >_>

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It's what it is. I've been rolling really well in the previous combats, this is my punishment. :)

GM Blake |

Even standing directly next to the target?
That’s what the scenario instructs.

GM Blake |

Still have questions about "ranged attacks impossible." Even standing directly next to the target? What about a spell such as ray of frost, which is more "aim" than a physical bolt that's affected by the wind?
I am quoting the scenario when I write, "Ranged attacks are impossible."
That certainly means firing an arrow from a bow, even if you are standing adjacent to the target.
Since the NPC is supposed to use a bunch of ranged spell attack rolls in the midst of the storm without any special call outs to his own immunity, I interpret that to allow ranged spell attacks (although that could obviously cause a logical contradiction as it allows Telekinetic Projectiles, which are just as light as other ranged weapon attacks).

Azil |

Ah good ol'fashioned badly worded modules. Happens in every game sadly. But yeah I think that magic would be fine considering the centaur can do it just fine. As for right next to something it's probably a dm interpretation thing cause logically that's pretty goofy. If it was windy enough to blow a projectile off course from 5 ft away then we'd all be being tossed around against our will at all times.

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As the GM said, it's hurricane force winds. As soon as you let it go, the wind snatches it. I'm amazed it only takes a DC 14 to move against it. :)

GM Blake |

Man. If my GM d6s were me rolling for stats, I'd have at least 4 17-18s between my two non-MTS Outpost tables. Sorry, guys.

GM Blake |

Don't worry, you only got the persistent damage on a fail.
You don't have persistent damage.

GM Blake |

I'm working on your Chronicles. There's just a few things I need to observe following Vengeant Thorn's defeat to finalize them. The game has been reported (no more opportunities for death).
I will let you know that you earned 9 of 10 treasure bundles (you lost 2 cargo points out of 20; treasure bundles = cargo points/2 rounded up).
Let me know what you're doing with your down time. Feel free to make any necessary rolls, and I'll document them for you.

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Separately, Flikk,Endra ended up not dipping into the 12 arrows you lent her (she only got her last two off before the hurricane/impossible ranged phase started).
So definitely have those back on your inventory.

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Ok thanks Endra.
Flikk recounts their epic journey and the battle against the dreaded horse-man back at the lodge. He does his best to work in the plight of the goblin race, trying to earn some extra coins 'for the cause'.
Goblin Lore: 1d20 + 3 ⇒ (8) + 3 = 11

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Thrass starts skinning several of the squirrels to make leather. Each squirrel only gives a tiny little bit of fur to work with, but Thrass is surprisingly patient.
Tanning Lore, DC14: 1d20 + 3 ⇒ (15) + 3 = 18

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Kormei spends his time applying his trade at the local tavern. While he would certainly not turn down the any offered coin, Kormei played his music because it is what he loves to do. As any good adventurer will tell you, its the calm moments between the trials that make life worth living.
Performance: 1d20 + 9 ⇒ (16) + 9 = 25

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Can anyone link the table for downtime dc's Pretty sure I'm gonna go ahead with my underworld roll anyhow. Also is it still free range to readjust your character until you hit level 2 in pathfinder 2e? Cause I may jumble around my stats a little to be a little less of a squish.
underworld(expert smuggler): 1d20 + 3 ⇒ (6) + 3 = 9
Expert Smuggler
PFS Note Allows you to always Earn Income with the Underworld Lore with tasks of your level -1 (instead of the normal level -2)

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And yes, I believe you can jumble your character around, same as PF1. As soon as you play at level 2, it's set in stone (though there's a boon you can buy to re-build after that point).

GM Blake |

Let me know if I made any significant mistakes like the wrong PFS number.
Note that I documented Downtime activities. I trust you to transcribe the results from the table for the number of days of downtime spent.
Treasure Bundles
9
Calculated as remaining Cargo Points (18) divided by 2 and rounded up.
Success Conditions
Primary (success)
Protect and deliver the scale to Zarta Dralneed (accomplished)
Secondary (success)
Return the wagon to the Grand Archive with at least 15 Cargo points (accomplished, 18)
Bonus (failed)
Requires 2 of 3
1. Lose no more than 3 Cargo Points (accomplished, 2)
2. Repair any damage to the wagon immediately during the encounter (not accomplished, tarp destroyed)
3. Protect the cargo using clever means (defined in scenario for the GM) to prevent water damage (not accomplished)

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Let me know if I made any significant mistakes like the wrong PFS number.
Note that I documented Downtime activities. I trust you to transcribe the results from the table for the number of days of downtime spent.
How many days is that?

GM Blake |

Usually 8 for a full length scenario unless you chose field agent for your Pathfinder training, then it's 12.

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Chronicle looks good. Thank you for running. It was a harrowing game but I think we all really enjoyed it. You did a fantastic job of getting the dread and desperation we would feel to us. :)
And thanks all for playing! Good group. I hope to see you all again!

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I echo Zallarra's sentiments. Thank you all for playing, and thanks to the GM for running! It was an interesting scenario.

GM Blake |

car issues
...so the scale's curse extends beyond the page!
I'm glad I was able to convey the misery of being cursed (temporarily) by an artifact without making you feel like I was just being mean.

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Ok so finally getting around to reading the chronicle, what does it mean by 'when this boon is slotted'? Did they do an overhaul on how boons work? Can someone explain that for me, like is there a limit on how many boons you can 'slot' and how do you determine that?

GM Blake |

This is old text. We have no limits except only 1 of a given boon, so you can have resistance all the time now.

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I thought there was a maximum number of boons you could slot, but I can't find it anymore (I found a trace of someone saying at max 3 boons, but that isn't mentioned anywhere else). It's not in the guide to organized play, at least. Maybe they did away with that with the Achievement Point system, which allows for a lot more boons.
Anyway, there's a few exceptions:
Some boons are Advanced Boons. They say so in their name. You can only slot one Advanced boon at a time. They're usually a bit stronger/more powerful than regular boons.
Promotional boons are stuff you, as a person, carry to promote Pathfinder. This is also a limit of one per character at a time. If you wear an accessory (I think there's faction pins and such), you can reduce the stupefied or frightened condition by 1 twice. If you wear a T-shirt or something similar, if you use a Hero Point to reroll a check, you get a +1 to that check.
There's also Ally Boons. I personally haven't seen them yet, but I haven't played that much either. Basically, you can call in an ally with their own statblock to help in a fight. You can only have 2 pawns in play at once (1 player character, 1 animal companion, for instance).

GM Blake |

I thought there was a maximum number of boons you could slot, but I can't find it anymore (I found a trace of someone saying at max 3 boons, but that isn't mentioned anywhere else).
That was the way it was: maximum of 3 general slot boons. They did away with the slotting mechanic and quantity limit with Season 2.
The combat actionable ally boon restriction does still exist. You can bring more than one Henchman boon, but once you use one, you can't use the others for the rest of that scenario.
I'll have to double check, but the limit on Advanced boons might be gone, too.

GM Blake |

Flikk cracks me up. He's such a good sport.
I'll close down this campaign in the near future. I think everyone has collected their chronicle.
Don't forget you can always find your closed campaigns in the Campaign tab of your primary alias or the character that played it. I generally keep the chronicles in GoogleDrive for at least a year.